LIVING IN CYBERSPACE

Video Games, Facebook, and the Image of God

Authors

  • Noreen Herzfeld St. John's University, Minnesota,

Keywords:

CYBERSPACE

Abstract

My home town, Cold Spring Minnesota, is just a few miles from Garrison Keillor's mythical Lake Woebegone. It's the sort of town where neighbour's look in on each other and doors are often left unlocked. As in Lake Woebegone, the children are all above average. A few years ago, one of those children, 15 year old Jason McLaughlin, brought a .22 calibre Colt semi-automatic to school and shot two of his classmates. As with similar school shootings at Columbine, Paducah, Springfield, the media was quick to note that the boy had been an avid video game player. This could, however, go without saying. In a survey of 778 students in grades four through twelve conducted in December 2003, the National Institute on Media and the Family found that 96% of the boys reported playing video games regularly.' A 2007 study of students in grades 3 to 5 showed that boys play video games an average of 14 hours per week, while girls play an average of 4-5 hours. Tween (those ages 8 to 12) and teen boys average 16 hours and 18 hours per week, respectively' Adult players also add to the $10 billion a year industry; the average gamer is 34 years old.

Author Biography

Noreen Herzfeld, St. John's University, Minnesota,

Noreen Herzfeld is the Nicholas and Bernice Reuter Professor of Science and Religion at the St. John's University, Collegeville, Minnesota, USA. Prof. Herzfeld is educated in both computer science and theology and wrote books like Technology and Religion: Remaining Human in a Co-Created World, In Our Image, etc

References

David Walsh, Douglas Gentine, Jeremy Gieske, Monica Walsh, and Emily Chasko, Mediawise Video Game Report Card, National Institute on Media and the Family, December 8, 2003, 3.

Study by Harris Interactive, http://www.metrics2.comlblog/2007/04/04/ video_game_addiction _81_of_american _youth_play_85.htm

Gerhard von Rad, Genesis:A Commentary, Philadelphia: Westminster, 1961,58.

Kate Zernike, "Violent Crime in Cities Shows Sharp Surge," The New York Times, March 9, 2007.

http://www.utexas.eduinewsl20 10/11/22/facebook_research/

Christine Rosen, "Virtual Friendship and the New Narcissism," The New Atlantis, Summer 2007, 24-25.

Aaron Smith, "Teens and Online Stranger Contact," Pew Internet and American Life Project, http://www.pewinternet.org/PPF/r/223/report_display.asp

Christopher Sanders, Tiffany Field, Miguel Diego, Michelle Kaplan, "The Relationship of Internet Use to Depression and Social Isolation among Adolescents," Adolescence, Summer, 2000.

Quentin Schulze, Habits of the High-Tech Heart: Living Virtuously in the Information Age, Grand Rapids, MI: Baker Academic, 2002, 182.

JohnCassidy, "Me Media," The New Yorker, 15 May 2006, http://www. newyorker.com!archive/2006/051l5/060515fa _fact_cassidy?currentPage=all .

Rosen, "Virtual Friendship and the New Narcissism," 27

Downloads

Published

2011-06-30

How to Cite

Herzfeld, N. . (2011). LIVING IN CYBERSPACE: Video Games, Facebook, and the Image of God. Journal of Dharma, 36(2), 149–156. Retrieved from https://dvkjournals.in/index.php/jd/article/view/499